Welcome to Chanceland Arena! I am proud to announce that when you enter this thrilling unpredictable stage, you will certainly die.

Exciting, right?! How can one resist?

When you walk in, you receive your first Plus Card called Standard Survival. It grants you 15 Health Points and puts yourself in play in the arena. I have enemies waiting to smack that HP to 0. Every round, they will attack at least once. To defend yourself, you will have actions you can perform each round as well; some hurt the enemy, some buy you time, and some may annoy the other players trying to stay alive. If you manage to defeat the enemy (good luck with that), they will drop a bunch of Plus Cards that you can collect to enhance your survival further against the next one. However...

Every action or Plus Card you select has a Roulette Point value. Every time the total RP reaches a certain amount, I will spin a colorful wheel and perform an extra attack on you based on what it landed on. No matter what strategy you may try to deploy, I have some way of ruining your dreams.

Before showing you your first enemy, we need to see how many people choose to step in at the very beginning. This will also determine what the first RP threshold is. Anyone can enter at any time, and there may be times you strategically want to delay entering until certain things have passed. Your goal is to stay alive longer than anyone else who participates. If you die, you can re-enter (after a short cooldown) to beat your record, help others, or maybe even hinder others. Re-entering will be unavailable late in the thread, but the game only ends when everybody dies.

Details on RP and Minus Spins

Spoiler.

The RP threshold is:
40RP + 20 more for each living player. Only recalculates after a Minus Spin.

*S1x's Possible Attacks (aka Minus Spins)*
Heart Break - Deal 6 damage to a player. Damage reduction is cancelled and turned into a damage increase.
Chanceland Missiles - Shoot 3 missiles that deal 4 damage to random players. For each one that misses, fire 10 more missiles.
Diamond Dust - Deal 3 damage to each player. If they used the default action all of the last 3 rounds, deal 15 damage instead.
Club Smash - Deal 10 damage to a player. 50% chance to Stun them. (Stun = Actions are limited to Rest and Recover Now.)
Hard Drop - Add a Tetromino to the field. It counts as a player with 4HP, and auto-casts Line Clear each round. (Line Clear = Deal 1 damage to EVERYBODY.)
Spade Skewer - Deal 8 damage to a player. They will recieve 3 more damage from attacks next round.
Annihilation - Cast Heart Break, Diamond Dust, Club Smash, and Spade Skewer in order. If nobody died, repeat this.

Available Actions(You will select the default action if you do not respond in time. You will have at least 48 hours, and can change your action if I haven't yet updated)
Wait (20RP) - Do nothing this round. This is the default action.
Shoot (6RP) - Deal 3 damage.
Crafty Decoy (25RP) - 50% chance to dodge attacks this round.
Vent Emotionally (8RP) - Heal 2HP. You take 4 more damage from attacks this round.
Distract and Tackle (24RP) - If exactly one other person chose this, you each deal 10 damage and have a 50% chance to Stun the enemy. Otherwise, deal 3 damage.
Light Beam (15RP) - Deal 6 damage.

Available Actions
Wait (20RP) - Do nothing this round. This is the default action.
Fireball (9RP) - Deal 4 damage.
Summon Stuffing (30RP) - Add an Undead Teddy Bear to the arena. It counts as a player with 6HP, has a 50% chance to redirect targeted enemy attacks to it, and can not go below 1HP if the wheel is on a black space.
Close Eyes and Flail Around (4RP) - Deal 5 damage to... somebody.
Abrupt Phone Call (20RP) - Step out of the arena this round. (Nothing can affect you, but doesn't count as surviving a round)
Taunt (3RP) - The enemy gets an extra move this round.(Each action slot picks from its own pool, but the 6th slot can be anything, including Plus Cards! A 7th action slot that picks the same way will appear with 9 active players)